From: dbd@panacea.phys.utk.edu (David DeLaney) Newsgroups: rec.games.trading-cards.magic.rules Subject: What Bethmo's Said, 12/99-1/00 Date: 18 Feb 2000 13:16:27 GMT Organization: Formerly U. Tenn. Knoxville/Physics Dept.; presently extremely dis Lines: 326 Message-ID: <88jgnb$rci$1@penn.dii.utk.edu> NNTP-Posting-Host: panacea.phys.utk.edu Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit X-Trace: penn.dii.utk.edu 950879787 28050 128.169.206.213 (18 Feb 2000 13:16:27 GMT) X-Complaints-To: abuse@utk.edu NNTP-Posting-Date: 18 Feb 2000 13:16:27 GMT Xref: news-nuie rec.games.trading-cards.magic.rules:164091 Okay; it's time again for another set of minor-question answers we've gotten from Bethmo (and others, these days; Collin from InQuest and Bill Rose and Brady Donnermuth are now all active on the netrep list, and sometimes report new ideas/give answers to questions from her when she's not there) over the last couple months. This set covers approximately Dec '99 and Jan '00. (Yes, it's already 2/00; there's always a bit of delay while she looks at it to make sure stuff is (still) correct.) GENERAL 1) Triggered mana abilities are -only- those that state directly that they trigger when a mana ability is used. (Wild Growth, for instance, or Mana Flare.) Triggered abilities that produce mana go on the stack if their trigger event is either a time (Black Market, Carpet of Flowers, Thran Turbine, etc.) .. or an event that's not stated to be a mana ability (Cathodion/Su-Chi, for instance; it -can- go to the graveyard as part of a mana ability - Ashnod's Altar/Phyrexian Tower - but doesn't usually, so its ability goes on the stack. Priest of Gix's ability goes on the stack. Etc.). 2) If you try to deal damage to something that's not a creature or player, the damage doesn't get dealt at all. (It's not "dealt but ignored because noncreatures can't be lethally damaged"; it won't trigger "When this deals damage" abilities at all.) 3) You may play mana abilities whenever you're asked to pay mana ... including if you're asked, specifically, to pay 0 mana (either by a 0-in- gray-circle, or by an X-in-gray-circle which you value at 0). You can, therefore, tap a land for mana while announcing Hopping Automaton's ability or while announcing a Zuran Orb spell, should you want/need to do so. If you're being asked to count up things, and pay mana based on that number, that's also a zero-in-circle thing; for instance, if Fade Away is resolving and you control no creatures, you can use a mana ability right then. "Pay 1 for each Foo" does let you play a mana ability if there are no Foo in existence; if there aren't any Foo, "pay 1 for each Foo" gets treated the same as "pay 0". You don't need to pay any cost _but_ can use mana abilities right then if you like. 4) Creature types must be one word, which can be any creature type that exists on a Magic card... but which -can't- be the one-word name of a Magic card, unless that's also specifically a creature type somewhere already. Thus, "Orgg" is a legal creature type, but "Dawnstrider" is not. (Because Orgg is itself type Orgg.) "Splinter" is a legal type, because there's another card that makes "Splinter" tokens, for example. But "Kindle" is not. Any word that's not a Magic card name and not in the Glossary (or otherwise used as a special Magic term) is also legal. 5) 409.1d's purpose ("choose how the spell affects each target") is to make a choice when the spell affects different targets -differently-. So that opponent would know which target was having what done to it once the spell has been announced, and can counterspell or otherwise respond already knowing this. At present, about the only things this =specifically= applies to are Cannibalize and probably Retribution. 6) Abilities like "~ doesn't tap to attack", "~ doesn't untap during your untap step", or " can't be regenerated this turn" aren't replacement effects; rather, they're simple static abilities, or continuous effects, whose effect modifies how a particular bit of the game works for that card. (Thus, a Spirit Shackled Serra Angel won't get a counter when it attacks [obvious example]... and a Merieke Ri Berit or a storage-land that stays tapped won't lose its Freyalise's Winds wind counter ... and a Skeleton Scavengers, or Debt of Loyalty-ed creature, that's affected by a Hurr Jackal, won't have the "other part" of its 'regenerates and does this too' effect happen if it gets destroyed; it can't be regenerated, so the shield simply doesn't get to apply. (Rather than replacing the destruction, and only doing the 'other part', leaving it in play untapped, unremoved from combat, with damage still on it.) 7) If you choose a spell as a source of damage, and the spell will become a permanent (different from 'will create a token'), the permanent it creates will also qualify as that same source of damage. So, for instance, you can use a Circle: Red and name a Ghitu Slinger spell as the red source, and the shield it sets up would prevent damage from the Slinger's triggered ability to you when it comes into play later. 8) Replacement effects that replace the drawing of a card can be applied before each separate card draw in a group of cards being drawn at the same time; you don't have to 'pick which ones to replace before you draw any of the three cards' for Ancestral Recall, for instance. (REVERSAL of an old-time way to look at it.) As a side-effect of this, Field of Dreams will show -each- card you draw in a group face-up just before you draw it, not just the first one and the one after you draw the last one; it's got a continuous effect, and doesn't "wait until you're done drawing them all". 9) Copy cards that can shift forms can't get around "usage restrictions" on an ability by so shifting; if they change to a form that has the same ability, any previous uses this turn still count against the total. However: it has to be -the same- ability to invoke this. Even a change in the card name stated in the ability will make it a different ability - Azimaet Drake's ability is different from Drake Hatchling's, for instance, and changing from one to the other doesn't carry over the "once per turn" restriction. 10) If, for some odd reason, a Sorcery or Instant card is told it is to be put into play, it can't be; it will stay in the zone it's attempting to move from, instead. (Only relevant for a particularly twisted combo involving Mask of the Mimic and a copy card copying a Splinter token, and for Spatula of the Ages, right now.) 11) Landwalk, as the rulebook notes, looks for -lands- of the specified type. If your last Island has become a nonland somehow, you can't be Islandwalked on for it just because it's named "Island". (We're still checking on what this will do to an "If you control no islands" condition though.) 12) The rule that says "When players need to make choices simultaneously, active player makes theirs first, then opponent does" is to be interpreted as "active player makes theirs first, -lets opponent know what they are-, then opponent makes choices based on that information". It's not meant to be a game of 'guess what I chose', and it's not meant to be "make the choices separately but secretly, then reveal the -choices- to each other simultaneously". Thus, opponent knows what card was chosen by active player for Show and Tell before choosing one themselves. Note that choices related to putting the cards -into play- would be made after revealing the cards ... so there can be a second set of 'active player chooses where to put -their- enchantment, and tells opponent, then opponent chooses which creatures to sac for -their- Phyrexian Dreadnaught, and tells active player, then they both do this' after the cards are actually revealed. For instance. Related to this - there is a Myth sweeping around various places that this rule somehow applies to players -losing the game- via state-based effects. This is -not- true; if both players are below 1 life, or have both drawn more cards than they have, or one has twelve poison counters and the other is below 1 life, etc., when state-based effects are checked for, the game is a draw; over-Earthquaking does _not_ "cause active player to lose first", or anything like that. 13) Abilities on a card, which trigger if the card deals damage, will -not- trigger unless that card is -in play- at the time the damage is dealt. Thus, a Hypnotic Specter's ability won't trigger if it got Unsummoned in response to combat damage - it's not there when the damage is -dealt-, even though the damage is from it. The trigger is not 'attached to the damage' in any way. "At the time the damage is dealt, you look at all the existing triggered abilities to see if any of them want to trigger from this event. You don't look at abilities that no longer exist." 14) The "last known values" rule does remember, along with the characteristics of a permanent that was in play, whether the permanent was tapped or untapped -and- who controlled the permanent at the time it left play. (Important for, say, a Flung Maro... or a Diamond Valley-ed Giant Tortoise. For instance.) The rulebook -does- say that it remembers "information" about the card/token, not just "its characteristics". 15) If a loop happens to come into existence that requires entire -turns- to run, and needs both players taking certain actions to keep it going, then in general either can choose to be the first to break it, at the appropriate point; if neither one wants to, the game will end up a draw if nothing else happens. And if neither one is taking actions (both have Necropotence or Abundance out so they're not going to be decked), and they both claim it's not a draw because they're specifically not repeating actions or sequences of actions, a judge in the tournament -can- claim justification for citing both of them for stalling. (Probably 'warning-and-game-loss', depending on enforcement level. Arguing with the judge can make this penalty worse, in the usual manner...) [In other words, the -best- result you're going to get in a tournament out of this tactic is a drawn game; you're not going to _win_ a game by creating a loop, ever, and might end up with one or more game -losses- in the process...] 16) If a modal spell/ability has some portion that applies in more than one mode, it will be written after the "modal sentence" - after the "Choose one - X; or Y; or Z; or Q" part. Thus, if one mode ends with "This can't be countered", that applies only to that one mode; if one mode has "Play this only during combat" and the others don't, the other modes are playable outside of Combat phase; etc. But if the "Choose one - " sentence ends, and then there's another sentence, the last applies to all the modes; for instance, none of Gilded Drake's ability's modes can be countered. 17) If, while evaluating -continuous- effects, you get that one with a duration ends because of other continuous effects, you evaluate with that one left out; it won't 'restart because of further effects'. This is a technical complicated little note for gurus; the example to explain what's being talked about here would be an Old Man of the Sea which is trying to steal a Maro, but finds the Maro is too big to hold onto if the new player controls it. The Old Man taps, and tries to apply its "My controller controls you as long as your power isn't greater than mine" effect, and finds that if it is applied it ends immediately ... so the Maro never changes sides (and doesn't become 'sick' in the process). 18) The event "a player gets priority" includes, always, as subsidiary events, the check for state-based effects and the putting of triggered abilities on the stack. After a check for state-based effects reveals that there are applicable ones, and they're dealt with, you always insert another such check; after triggered abilities are placed on the stack, you also check again for state-based effects (though there should never, or almost never, -be- new ones at that point) and then check again for new triggered abilities (say, a triggered ability has targetted a Skulking Ghost). Repeat until no new state-based effects apply _and_ no new triggered abilities appear, then the player can actually now do something. In other words, technically state-based effect checks and putting triggered abilities on the stack are the first -parts- of "player gets priority"; they happen before the player actually can add a spell or ability to the stack, always, though. The player only "has" priority at the end of "player gets priority", in other words; he can only add a spell or ability to the stack, or play a mana ability, once he actually "has" priority, as the last part of "getting" it. This is more a "use the right wording" thing than anything else... SPECIFIC CARDS: 1) If a card that has "When ~ comes into play, if you played it from your hand, .." gets put into play through Desertion, the ability doesn't trigger. The intent is for that ability to trigger if it appears as a result of being played from your hand (if it appears in play as the last part of resolution, as usual for creature/artifact/enchantment spells). If it appears in play because Desertion's effect puts it into play, this won't trigger the ability. (Relevant for the Eight Errataed "free" Cards, mainly.) 2) For Deflection, Misdirection, and the other "choose a new target for this spell/ability" spells and abilities, you pick the new target on resolution. (On announcement you just pick the target of the Deflection / Misdirection / whatever.) If there are no -other- legal targets at that time for the spell/ability, the target-changing effect does nothing; the target stays what it originally was. 3) The ten dual lands, and the effect of Blanket of Night, do -not- give "additional names" to a card. Thus, a Bayou is a swamp and a forest, but is not "also named Swamp and also named Forest"; a Blanketed land is also a swamp, but doesn't receive an additional name - just the land type "swamp" and the additional mana ability "Tap: add B to your mana pool". 4) As worded, if you Amnesia yourself, you do -not- have to reveal your hand. Opponent may, if this happens, invoke a judge, if they want to make sure you only kept land cards in your hand. 5) Any card that is or becomes a basic land _does_ get the appropriate mana ability, and is treated as having the appropriate mana symbol, for Celestial Dawn's purposes ... thus, CD changes the -symbol- to W, regardless of whether it's making the land into a plains or not. 6) Crumbling Sanctuary's Oracle text has been tweaked so that it replaces each point of damage separately; thus, you can use it on some points in a "chunk" of damage from one source, then apply an appropriate Circle's existing shield to the rest, if you like, for example. 7) Undiscovered Paradise, with its new Oracle wording, will return to your hand regardless of what type choice you make for Storage Matrix. Neither one is a replacement effect - neither uses "instead" or "prevent" - they both just modify the mass untap... so they don't interfere with each other. Specifically, you can't have one 'replace UP's part of the mass untap' and then have the other not apply because the UP's untap was replaced... because neither one -replaces- "untapping UP" with another action. 8) If, for some reason, your Parallax Wave/Nexus/Tide used to have some other form, and removed cards from the game in that form ... then when it leaves play being a Wave/Nexus/Tide, it -will- bring back the cards it removed in the other form. (They do not say "removed from the game in this way" or anything like that.) However, this requires copy cards -and- an Intense Effort to do in the first place, so shouldn't be worried about too much by regular players... 9) The Licids' "I am a creature enchantment" effect has been Ruled to not have a 'duration', and thus will still be in effect after a Licid-enchantment phases out and back in again. (See 4) below; some discussion on aspects of phasing is taking place, and a few answers are showing up even without the full rules in the Older Rules Appendix being available yet.) Note that the Licid won't be an enchantment -card- while phased out, but will phase back in "still an enchantment", still affected by its "I am an enchantment" effect. 10) Intervene uses the 'last known value' rule; if target spell's target is -missing-, Intervene can still counter the spell if the target -was- a creature when it left play. (If the targets are all still there but none of them are creatures, Intervene can't be used/will get countered itself.) Thus "Fireball you and this creature / Intervene the Fireball / Unsummon the creature", in response to each other, still ends up with the Fireball countered; its missing target -was- a creature when last seen. 11) Yes, as worded, Necropotence -does- stop a tapped Mana Vault from dealing its damage to you. 12) Elvish Spirit Guide's ability is keeping its "Play this only any time you could play an instant"; this makes it a mana ability with a play-time restriction, exactly like Lion's Eye Diamond's ability. 13) Hecatomb's Oracle wording -is- correct; they aren't going to be rewording it anything like Phyrexian Dreadnought. Yes, you may use the second ability before the "sacrifice four creatures or sac Hecatomb" ability resolves (making it usable as sort of a more expensive, no-life-gain, but divided-any-way-you-like Drain Life). 14) If Gilded Drake's target-creature-opponent-controls becomes illegal in response, then the ability won't get countered on resolution (because it says it can't be), but 413.2a says it can't -affect- the illegal target at all. So the target won't be able to be exchanged ... so the exchange won't take place, and you'll sacrifice the Drake. You won't 'exchange them despite the target being illegal because you then do all of it'; the rules say you can't quite do all of it, so you do what you can of the effect. STILL THINKING (questions we know are being dealt with but whose answers aren't back to us yet): 1) Whether permanents "keep" their subtypes hidden somewhere if they change to another type of permanent. (If your creature gets Soul Sculptored, then Opalescence affects it, does its original creature type "show through" or not? And the like.) 2) [Dealt with in the Rulings post adjacent to this; "may" triggered abilities.] 3) Fork's specific wording. 4) Copy card rules, and phasing rules, in general; these -are- going to appear when the Older Rules Appendix does - but the time isn't quite yet, it seems. Go ahead and use the 5E rules, except without the "can't copy a card that's only that type due to an effect" part, until then... Discussion on possible changes, and the possible Horrible Ramifications thereof, -has- been quite active in a couple places, so don't despair. 5) Damage-prevention effects - whether "prevent all damage from" applies separately to each point or not. ("Prevent the next damage from " applies to the whole 'chunk' of damage at once, and "Prevent the next N damage to " applies point by point, we do know both of those.) 6) Continuous effects: do dependent effects move to after what they depend on, or do the independent ones get 'shoved back to before' the ones that depend on them? 7) Cursed Totem versus "subabilities" - delayed activated abilities that show up as "(may) do A to do B" text. OTHER: 1) The yearlong expansion after Masques will be named "Invasion", it appears. (The small expansion after Nemesis will be named "Prophecy".) Dave